Quote from: "Kaev"Quote from: "Bravelad"Will Neo support WMO editing to add doodads eventually? I.e., WMO Editor for 5.3+?Afaik it isn't planned. Maybe someone is bored and will do this in the future.Just taking a shot as how that would work right now...Let's assume there is a list of all the doodads that can be placed and the user selects one for placement.The doodad is brought into the world and is able to be moved on the XYZ axis, but without rotation as Trinity or any other core I've used doesn't support that AFAIK.After the user finishes placing the doodad and either deselects it or clicks a 'Finalize' button, a query would be built and added to a queue of queries.When the user saves, the queue of queries will, depending on the editor settings, be saved to an SQL file or sent directly to the database.The only tough things, assuming that you can easily implement the placement and that, would be to get the table schema for every database setup within the program to allow for the queries to be built and/or sent to the database.Then you'd also need to keep up support for the different cores databases whenever they change, so maybe having the schema loaded from a delimited text file could work. You'd just have a folder with a number of text files with different schema supporting a number of cores and their databases, or just have one file with all of them.I'd be up for helping with that if I knew more than the absolute basics of C#, but too bad I guess. =P
Quote from: "Bravelad"Will Neo support WMO editing to add doodads eventually? I.e., WMO Editor for 5.3+?Afaik it isn't planned. Maybe someone is bored and will do this in the future.
Will Neo support WMO editing to add doodads eventually? I.e., WMO Editor for 5.3+?
you can find a log file with the same content as the console/log tab in LogsLog.txtIve downgraded all shaders to shader model 4.0, this is the last thing i can do to lower the requirements, maybe it works now.
23:09:02 Program.cs:15 - Debug: SharpDX.SharpDXException: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: Параметр задан неверно. в SharpDX.Result.CheckError() в SharpDX.Direct3D11.Device.CreatePixelShader(IntPtr shaderBytecodeRef, PointerSize bytecodeLength, ClassLinkage classLinkageRef, PixelShader pixelShaderOut) в SharpDX.Direct3D11.PixelShader..ctor(Device device, Byte[] shaderBytecode, ClassLinkage linkage) в WoWEditor6.Graphics.ShaderProgram.SetPixelShader(Byte[] code) в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6GraphicsShaderProgram.cs:строка 148 в WoWEditor6.Scene.Models.M2.M2PortraitRenderer.Initialize(GxContext context) в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6SceneModelsM2M2PortraitRenderer.cs:строка 138 в WoWEditor6.Scene.WorldFrame.Initialize(RenderControl window, GxContext context) в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6SceneWorldFrame.cs:строка 143 в WoWEditor6.Program.Main() в c:Program Files (x86)JenkinsjobsNeo - WoWEditorworkspaceWoWEditor6Program.cs:строка 23
I think I've mentioned it in older threads, but I don't think it'd be a bad idea to abstract server interactions into a separate library, keeping core-specific code out of Neo while also making it easier to build applications that do server work.
I'm waiting on a global light option to be added, to take an in-depth look at LevelDesignLand-DevOnly without having to hack together a 'working' client. As it stands right now, the map loads, wmo's and M2's, but there's no/very little light data (just whatever spills out from WMO's) to be able to see the terrain.
Quote from: "iindigo"I think I've mentioned it in older threads, but I don't think it'd be a bad idea to abstract server interactions into a separate library, keeping core-specific code out of Neo while also making it easier to build applications that do server work.An interactive GUI for the SQL output is one possible solution. Table name(s) as applicable; e.g., create entry in `gameobject_template` for entry x while table `gameobject` receives the XYZ coordinates and etc for the query/queries. I'm only familiar with TrinityCore though.
I've planned it like that: You enter your MySQL connection data and choose your core. After you've done that and everything loaded succesfully (for example, it will load everything from creature, creature_template, gameobject and gameobject_template in TrinityCore), you have a list of your available creatures and gameobjects in Neo.
Quote from: "Kaev"I've planned it like that: You enter your MySQL connection data and choose your core. After you've done that and everything loaded succesfully (for example, it will load everything from creature, creature_template, gameobject and gameobject_template in TrinityCore), you have a list of your available creatures and gameobjects in Neo.That sounds awesome! So if we have a gameobject patch on our server it will read GameObjectDisplayInfo.DBC from the client directory (for WOD) and select `gameobject_template` from the database. Then I can use gameobjects from the patch to build too. This would essentially remove the need for a WMO Editor and the 3D rotation would be a fantastic (and interactive) bonus. This is a perfect alternative, thanks so much and good luck with Neo. The only down side I can think of is for users without database access for other servers which is why I was hoping for a WMO Editor feature, but this is no big deal.
So I will need to be able to access my servers database to use Neo?
Quote from: "tom234"So I will need to be able to access my servers database to use Neo?I assume only for using its serverside features.